emotion/example - basic usage of emotion commented.

SVN revision: 61007
This commit is contained in:
Rafael Antognolli 2011-07-04 14:30:54 +00:00
parent 93519bd4c4
commit 1d4852f11e
7 changed files with 461 additions and 1 deletions

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@ -225,6 +225,10 @@ PKG_CHECK_MODULES([EIO],
AM_CONDITIONAL([HAVE_EIO], [test "x${have_eio}" = "xyes"]) AM_CONDITIONAL([HAVE_EIO], [test "x${have_eio}" = "xyes"])
### install and build examples
EFL_CHECK_BUILD_EXAMPLES([enable_build_examples="yes"], [enable_build_examples="no"])
EFL_CHECK_INSTALL_EXAMPLES([enable_install_examples="yes"], [enable_install_examples="no"])
AC_SUBST(requirement_emotion) AC_SUBST(requirement_emotion)
@ -242,6 +246,7 @@ src/modules/xine/Makefile
src/modules/gstreamer/Makefile src/modules/gstreamer/Makefile
src/edje_external/Makefile src/edje_external/Makefile
src/bin/Makefile src/bin/Makefile
src/examples/Makefile
doc/Makefile doc/Makefile
doc/Doxyfile doc/Doxyfile
doc/emotion.dox doc/emotion.dox
@ -275,6 +280,8 @@ echo " Xattr................: ${have_xattr}"
echo " Eio..................: ${have_eio}" echo " Eio..................: ${have_eio}"
echo echo
echo "Documentation..........: ${build_doc}" echo "Documentation..........: ${build_doc}"
echo "Examples.............: ${enable_build_examples}"
echo "Examples installed...: ${enable_install_examples}"
echo echo
echo "Compilation............: make (or gmake)" echo "Compilation............: make (or gmake)"
echo " CPPFLAGS.............: $CPPFLAGS" echo " CPPFLAGS.............: $CPPFLAGS"

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@ -0,0 +1,98 @@
/**
* @page Examples Examples
*
* Here is a page with some Emotion examples explained:
*
* @li @ref emotion_basic_example_c
* @li @ref emotion_signals_example.c "Emotion signals"
*
*/
/**
* @page emotion_basic_example_c Emotion - Basic library usage
*
* This example shows how to setup a simple Emotion object, make it start
* playing and register a callback that tells when the playback started. See @ref
* emotion_basic_example.c "the full code here".
*
* @dontinclude emotion_basic_example.c
*
* We start this example by including some header files that will be necessary
* to work with Emotion, and to display some debug messages:
*
* @until stdio.h
*
* Then a callback will be declared, to be called when the object starts its
* playback:
*
* @until }
*
* Some basic setup of our canvas, window and background is necessary before
* displaying our object on it. This setup also includes reading the file to be
* opened from the program's argument list. Since this is not directly related
* to Emotion itself, we are just displaying the code for this without an
* explanation for it:
*
* @until evas_object_show(bg);
*
* Finally, we start the Emotion part. First we have to create the object in
* this canvas, and initialize it:
*
* @until emotion_object_init
*
* Notice that we didn't specify which module will be used, so emotion will use
* the first module found. There's no guarantee of the order that the modules
* will be found, so if you need to use one of them specifically, please be
* explicit in the second argument of the function emotion_object_init().
*
* Now the callback can be registered to this object. It's a normal Evas smart
* object callback, so we add it with evas_object_smart_callback_add():
*
* @until NULL
*
* The object itself is ready for use, but we need to load a file to it. This is
* done by the following function:
*
* @until file_set
*
* This object can play audio or video files. For the latter, the image must be
* displayed in our canvas, and that's why we need to add the object to the
* canvas. So, like any other Evas object in the canvas, we have to specify its
* position and size, and explicitly set its visibility. These are the position
* and dimension where the video will be displayed:
*
* @until evas_object_show
*
* Since the basic steps were done, we can now start playing our file. For this,
* we can just call the basic playback control function, and then we can go to
* the main loop and watch the audio/video playing:
*
* @until main_loop_begin
*
* The rest of the code doesn't contain anything special:
*
* @until }
*
* This code just free the canvas, shutdown the library, and has an entry point
* for exiting on error.
*/
/**
* @example emotion_basic_example.c
* This example show how to create and play an Emotion object. See @ref
* emotion_basic_example_c "the explanation here".
*/
/**
* @example emotion_signals_example.c
*
* This example shows that some of the information available from the emotion
* object, like the media file play length, aspect ratio, etc. can be not
* available just after setting the file to the emotion object.
*
* One callback is declared for each of the following signals, and some of the
* info about the file is displayed. Also notice that the order that these
* signals are emitted can change depending on the module being used. Following
* is the full source code of this example:
*/

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@ -0,0 +1,63 @@
dnl Copyright (C) 2008 Vincent Torri <vtorri at univ-evry dot fr>
dnl That code is public domain and can be freely used or copied.
dnl Macro that check if building examples is wanted.
dnl Usage: EFL_CHECK_BUILD_EXAMPLES([ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]])
dnl Defines the automake conditionnal EFL_ENABLE_BUILD_EXAMPLES
AC_DEFUN([EFL_CHECK_BUILD_EXAMPLES],
[
dnl configure option
AC_ARG_ENABLE([build-examples],
[AC_HELP_STRING([--enable-build-examples], [enable building examples @<:@default=disabled@:>@])],
[
if test "x${enableval}" = "xyes" ; then
_efl_enable_build_examples="yes"
else
_efl_enable_build_examples="no"
fi
],
[_efl_enable_build_examples="no"])
AC_MSG_CHECKING([whether examples are built])
AC_MSG_RESULT([${_efl_enable_build_examples}])
AM_CONDITIONAL(EFL_BUILD_EXAMPLES, test "x${_efl_enable_build_examples}" = "xyes")
AS_IF([test "x$_efl_enable_build_examples" = "xyes"], [$1], [$2])
])
dnl Macro that check if installing examples is wanted.
dnl Usage: EFL_CHECK_INSTALL_EXAMPLES([ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]])
dnl Defines the automake conditionnal EFL_ENABLE_INSTALL_EXAMPLES
AC_DEFUN([EFL_CHECK_INSTALL_EXAMPLES],
[
dnl configure option
AC_ARG_ENABLE([install-examples],
[AC_HELP_STRING([--enable-install-examples], [enable installing example source files @<:@default=disabled@:>@])],
[
if test "x${enableval}" = "xyes" ; then
_efl_enable_install_examples="yes"
else
_efl_enable_install_examples="no"
fi
],
[_efl_enable_install_examples="no"])
AC_MSG_CHECKING([whether examples are installed])
AC_MSG_RESULT([${_efl_enable_install_examples}])
AM_CONDITIONAL(EFL_INSTALL_EXAMPLES, test "x${_efl_enable_install_examples}" = "xyes")
AS_IF([test "x$_efl_enable_install_examples" = "xyes"], [$1], [$2])
])
dnl End of efl_examples.m4

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@ -1,7 +1,7 @@
MAINTAINERCLEANFILES = Makefile.in MAINTAINERCLEANFILES = Makefile.in
SUBDIRS = lib bin modules SUBDIRS = lib bin modules examples
if ENABLE_EDJE_EXTERNAL if ENABLE_EDJE_EXTERNAL
SUBDIRS += edje_external SUBDIRS += edje_external

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@ -0,0 +1,35 @@
MAINTAINERCLEANFILES = Makefile.in
pkglibdir = $(datadir)/$(PACKAGE)/examples
AM_CPPFLAGS = \
-I. \
-I$(top_srcdir) \
-I$(top_srcdir)/src/lib \
@EMOTION_CFLAGS@ \
@EMOTION_CPPFLAGS@ \
@EMOTION_BIN_CFLAGS@
LDADD = \
$(top_builddir)/src/lib/libemotion.la \
@EMOTION_BIN_LIBS@
SRCS = \
emotion_basic_example.c \
emotion_signals_example.c
EXTRA_DIST = $(SRCS)
pkglib_PROGRAMS =
if EFL_INSTALL_EXAMPLES
filesdir = $(datadir)/$(PACKAGE)/examples
files_DATA = $(SRCS)
endif
if EFL_BUILD_EXAMPLES
pkglib_PROGRAMS += \
emotion_basic_example \
emotion_signals_example
endif

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@ -0,0 +1,82 @@
#include <Ecore.h>
#include <Ecore_Evas.h>
#include <Evas.h>
#include <Emotion.h>
#include <stdio.h>
#define WIDTH (320)
#define HEIGHT (240)
static void
_playback_started_cb(void *data, Evas_Object *o, void *event_info)
{
printf("Emotion object started playback.\n");
}
int
main(int argc, const char *argv[])
{
int err;
Ecore_Evas *ee;
Evas *e;
Evas_Object *bg, *em;
const char *filename = NULL;
if (argc < 2)
{
printf("One argument is necessary. Usage:\n");
printf("\t%s <filename>\n", argv[0]);
}
filename = argv[1];
if (!ecore_evas_init())
return EXIT_FAILURE;
/* this will give you a window with an Evas canvas under the first
* engine available */
ee = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
if (!ee)
goto error;
ecore_evas_show(ee);
/* the canvas pointer, de facto */
e = ecore_evas_get(ee);
/* adding a background to this example */
bg = evas_object_rectangle_add(e);
evas_object_name_set(bg, "our dear rectangle");
evas_object_color_set(bg, 255, 255, 255, 255); /* white bg */
evas_object_move(bg, 0, 0); /* at canvas' origin */
evas_object_resize(bg, WIDTH, HEIGHT); /* covers full canvas */
evas_object_show(bg);
/* Creating the emotion object */
em = emotion_object_add(e);
emotion_object_init(em, NULL);
evas_object_smart_callback_add(
em, "playback_started", _playback_started_cb, NULL);
emotion_object_file_set(em, filename);
evas_object_move(em, 0, 0);
evas_object_resize(em, WIDTH, HEIGHT);
evas_object_show(em);
emotion_object_play_set(em, EINA_TRUE);
ecore_main_loop_begin();
ecore_evas_free(ee);
ecore_evas_shutdown();
return 0;
error:
fprintf(stderr, "you got to have at least one evas engine built and linked"
" up to ecore-evas for this example to run properly.\n");
ecore_evas_shutdown();
return -1;
}

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@ -0,0 +1,175 @@
#include <Ecore.h>
#include <Ecore_Evas.h>
#include <Evas.h>
#include <Emotion.h>
#include <stdio.h>
#define WIDTH (320)
#define HEIGHT (240)
static void
_display_info(Evas_Object *o)
{
int w, h;
printf("playing: %d\n", emotion_object_play_get(o));
printf("meta title: %s\n",
emotion_object_meta_info_get(o, EMOTION_META_INFO_TRACK_TITLE));
printf("seek position: %0.3f\n",
emotion_object_position_get(o));
printf("play length: %0.3f\n",
emotion_object_play_length_get(o));
printf("is seekable: %d\n",
emotion_object_seekable_get(o));
emotion_object_size_get(o, &w, &h);
printf("video geometry: %dx%d\n", w, h);
printf("video width / height ratio: %0.3f\n",
emotion_object_ratio_get(o));
printf("\n");
}
static void
_playback_started_cb(void *data, Evas_Object *o, void *event_info)
{
printf(">>> Emotion object started playback.\n");
_display_info(o);
}
static void
_playback_finished_cb(void *data, Evas_Object *o, void *event_info)
{
printf(">>> Emotion object finished playback.\n");
_display_info(o);
}
static void
_open_done_cb(void *data, Evas_Object *o, void *event_info)
{
printf(">>> Emotion object open done.\n");
_display_info(o);
}
static void
_position_update_cb(void *data, Evas_Object *o, void *event_info)
{
printf(">>> Emotion object first position update.\n");
evas_object_smart_callback_del(o, "position_update", _position_update_cb);
_display_info(o);
}
static void
_frame_decode_cb(void *data, Evas_Object *o, void *event_info)
{
printf(">>> Emotion object first frame decode.\n");
evas_object_smart_callback_del(o, "frame_decode", _frame_decode_cb);
_display_info(o);
}
static void
_decode_stop_cb(void *data, Evas_Object *o, void *event_info)
{
printf(">>> Emotion object decode stop.\n");
_display_info(o);
}
static void
_frame_resize_cb(void *data, Evas_Object *o, void *event_info)
{
printf(">>> Emotion object frame resize.\n");
_display_info(o);
}
static void
_setup_emotion_callbacks(Evas_Object *o)
{
evas_object_smart_callback_add(
o, "playback_started", _playback_started_cb, NULL);
evas_object_smart_callback_add(
o, "playback_finished", _playback_finished_cb, NULL);
evas_object_smart_callback_add(
o, "open_done", _open_done_cb, NULL);
evas_object_smart_callback_add(
o, "position_update", _position_update_cb, NULL);
evas_object_smart_callback_add(
o, "frame_decode", _frame_decode_cb, NULL);
evas_object_smart_callback_add(
o, "decode_stop", _decode_stop_cb, NULL);
evas_object_smart_callback_add(
o, "frame_resize", _frame_resize_cb, NULL);
}
int
main(int argc, const char *argv[])
{
int err;
Ecore_Evas *ee;
Evas *e;
Evas_Object *bg, *em;
const char *filename = NULL;
const char *module = NULL;
if (argc < 2)
{
printf("At least one argument is necessary. Usage:\n");
printf("\t%s <filename> [module_name]\n", argv[0]);
goto error;
}
filename = argv[1];
if (argc >= 3)
module = argv[2];
if (!ecore_evas_init())
return EXIT_FAILURE;
/* this will give you a window with an Evas canvas under the first
* engine available */
ee = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
if (!ee)
goto error;
ecore_evas_show(ee);
/* the canvas pointer, de facto */
e = ecore_evas_get(ee);
/* adding a background to this example */
bg = evas_object_rectangle_add(e);
evas_object_name_set(bg, "our dear rectangle");
evas_object_color_set(bg, 255, 255, 255, 255); /* white bg */
evas_object_move(bg, 0, 0); /* at canvas' origin */
evas_object_resize(bg, WIDTH, HEIGHT); /* covers full canvas */
evas_object_show(bg);
/* Creating the emotion object */
em = emotion_object_add(e);
/* Try to load the specified module - NULL for auto-discover */
if (!emotion_object_init(em, module))
fprintf(stderr, "Emotion: \"%s\" module could not be initialized.\n", module);
_display_info(em);
_setup_emotion_callbacks(em);
if (!emotion_object_file_set(em, filename))
fprintf(stderr, "Emotion: Could not load the file \"%s\"\n", filename);
evas_object_move(em, 0, 0);
evas_object_resize(em, WIDTH, HEIGHT);
evas_object_show(em);
emotion_object_play_set(em, EINA_TRUE);
ecore_main_loop_begin();
ecore_evas_free(ee);
ecore_evas_shutdown();
return 0;
emotion_error:
ecore_evas_free(ee);
error:
ecore_evas_shutdown();
return -1;
}